










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nexus improved tooltips 1.7.4Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 11 / 92% |
| Size | small |
| Lifes / Deaths | Killed by Vorarin the wolf at level 11 on the 41st Dusk 122nd year of Ascendancy at 06:21 / 1 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 9 (base 11) |
| Constitution | 8 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 45 (base 28) |
| Cunning | 46 (base 30) |
Resources
| Life | -9/200 |
| Equilibrium | 0 |
| Healing Factor | 0.97959106305132 |
| Regeneration | 1.2244888288141 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 32.365053558023 |
| See Invisible | 32.365053558023 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 29 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 29 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| Arcane | +10% |
| Mind | +18% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 6 |
| Physical Save | 12 |
| Spell Save | 21 |
| Mental Save | 32 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Light | + 3%( 70%) |
| Cold | + 44%( 70%) |
| Blight | + 2%( 70%) |
| Arcane | + 10%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 69% |
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
| Silence Resistance | 34% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed bear paw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold A pair of boots made of leather. |
| Light source | Tundraspawn the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun +4 Wil offense ------ Mindpower +10 (+4 eff.) Damage +6% mind When Hit 4 cold defense ------ Resistance +12% cold Mind save +3 (+1 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Murkfoe (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +12% mind +11% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +16% cold Poison Resist +10% A pointy cloth hat, very wizardly... |
| Tool | soothing elm wand of conjuration [power 100] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 111 cold damage Puts all charms on 13 turn cooldown 100% to heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's copper ring of aether (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +10% arcane defense ------ Defense +6 (+3 eff.) Resistance +10% arcane Rings make your fingers look great! |
| On fingers | titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+6 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
| Around waist | blurring rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +9 (+5 eff.) Stealth +5 Life +30.00 A belt that goes around your waist. |
| In main hand | nature's mossy mindstar (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +3% nature defense ------ Resistance +2% blight Disease Resist +12% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| In off hand | mossy mindstar of resolve (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Glonn (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold +3% light +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
Inventory
regeneration infusion of the titan (heal 107; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 107 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 17%; physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
thought-forged iron battleaxe (12-18 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Ego] Psionic Weapon Damage 12.0 - 18.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 mind On Hit: * 17% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
thought-forged iron battleaxe (14-20 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Ego] Psionic Weapon Damage 13.5 - 20.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 mind On Hit: * 16% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
iron greatsword of phasing (18-29 power, 11 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 18.0 - 28.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +11 Critical Rate +2.5% Attack Speed 100% Ignore Shields +17% Massive two-handed swords. |
elm longbow of piercing4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: offense ------ Ignore resists +9% all Accuracy +11 (+11 eff.) Ignore Armor +8 Longbows are used to shoot arrows at your foes. |
Daimodrafast the Sleetquench (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Rare] Psionic Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Cun +3 Str offense ------ Ignore resists +5% cold defense ------ Crit Resistance 5.00% other ------- See Invisibility +9 Blunt and deadly. |
creative living mindstar of life (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +5% Critical power +11.00% Mindpower +10 (+4 eff.) defense ------ Life +23.00 Life Regen +0.90 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Tarryrek4.0 Encumbrance T1 sling 1H weapon Reqs Dex 11 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +100% While equipped: Stats +3 Str +2 Dex offense ------ Physical Power +10 (+5 eff.) Damage +9% temporal On-Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Unlife -20.00 life other ------- Reload +1 Slings are used to hurl stones or metal shots at your foes. |
cruel elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +11.00% Spellpower +3 (+3 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun of enduring4.0 Encumbrance T1 steamgun 1H weapon Reqs Dex 11 Shoot Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +6 Con +5 Wil defense ------ Life +22.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +11% lightning +11% arcane defense ------ Resistance +16% lightning +7% all other ------- Max mana +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shinewither (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +3% darkness +3% acid Spell save +18 (+9 eff.) other ------- Stamina/turn +0.40 Max stamina +13.00 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +1 Resistance +5% lightning +5% temporal Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 150% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of iron boots 'Salywe' (0 def, 4 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +1 Wil defense ------ Armor +4 Fatigue +2% Resistance +3% temporal +9% cold Poison Resist +10% Stun Resist +20% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Poleyamira' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Con offense ------ Move Speed +25% defense ------ Armor +1 Resistance +3% nature +5% arcane Healmod +20% A pair of boots made of leather. |
Cleansesun (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +25% mind +5% nature defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal other ------- Max hate +2.00 Max psi +10.00 A pointy cloth hat, very wizardly... |
bladed iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 18.9 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ce'Nessra' (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +3 Con offense ------ Accuracy +10 (+10 eff.) defense ------ Armor +3 Fatigue +5% Resistance +11% light +17% darkness Spell save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Defense +1 (+1 eff.) Resistance +16% darkness A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
enlightening steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid Mind save +12 (+6 eff.) A suit of armour made of mail. |
steel mail armour 'Sunspawner' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Random Unique] Arcane/Master While equipped: offense ------ Damage +6% light Ignore resists +10% acid When Hit 4 acid defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% temporal +17% cold +12% darkness +11% light other ------- Light +1 A suit of armour made of mail. |
Blazevenom (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% light defense ------ Resistance +3% darkness Life Regen +2.00 Cut Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
flaming pouch of iron shots (9/11, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Ego] Arcane Weapon Damage 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 11 On-Hit, radius 1 +6 fire Shots are used with slings to pummel your foes to death. |
Aerykan [power 1] (22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag +1 Con defense ------ Resistance +12% nature other ------- See Invisibility +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vinzausz the Yeek Summoner level 10
18th Dusk 122nd year of Ascendancy at 01:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vinzausz the Yeek Summoner level 10
21st Dusk 122nd year of Ascendancy at 05:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vinzausz the Yeek Summoner level 11
31st Dusk 122nd year of Ascendancy at 14:33 see stats
Log
You don't see how to get there...
You don't see how to get there...
You pickup 0.65 gold pieces.
Vinzausz picks up (p.): pair of iron boots 'Salywe' (0 def, 4 armour).
Vinzausz picks up (F.): Aerykan [power 1] (22 cooldown).
Ran for 3 turns (stop reason: didn't move).
You don't see how to get there...
You don't see how to get there...
Vorarin the wolf rushes out!
Ran for 2 turns (stop reason: taken damage).
Vinzausz is dazed!
Melee retaliation hits Vorarin the wolf for (4 flat reduction), 0 cold (0 total damage).
Vorarin the wolf hits Vinzausz for 57 physical, 2 mind (59 total damage).
Vinzausz misses Vorarin the wolf.
Vinzausz hits Vorarin the wolf for (6 flat reduction), 4 mind (4 total damage).
Vorarin the wolf throws two quick punches.
Vinzausz is not dazed anymore.
Vorarin the wolf performs a melee critical strike against Vinzausz!
Melee retaliation hits Vorarin the wolf for (4 flat reduction), 0 cold, (4 flat reduction), 0 cold (0 total damage).
Vorarin the wolf hits Vinzausz for 71 physical, 2 mind, 78 physical (151 total damage).
Vinzausz the level 11 yeek summoner was raked to death by Vorarin the wolf on level 1 of Trollmire.









































































